
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: FlexSpec Respec Limitation Relaxer 1.5.5(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Temporal Warden |
| Level / Exp | 50 / 1334% |
| Size | medium |
| Lifes / Deaths | Killed by Argoniel at level 50 on the 1st Iron 123rd year of Ascendancy at 09:00 5 / 2Killed by Argoniel at level 50 on the 1st Iron 123rd year of Ascendancy at 17:04 |
Primary Stats
| Strength | 39 (base 20) |
| Dexterity | 77 (base 60) |
| Constitution | 35 (base 8) |
| Magic | 100 (base 60) |
| Willpower | 49 (base 25) |
| Cunning | 73 (base 60) |
Resources
| Life | 1722/1722 |
| Mana | 517/517 |
| Paradox | 235 |
| Healing Factor | 1.1916660017319 |
| Regeneration | 7.9245789115169 |
Speed
| Mental | -1.0025313912365E-11% |
| Attack | -1.0025313912365E-11% |
| Movement | +36.804258065937% |
| Spell | -1.0025313912365E-11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 19 |
| Infravision | 5 |
| See Stealth | 52.426733521032 |
| See Invisible | 49.426733521032 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 240 |
| Accuracy | 68 |
| Crit Chance | 52% |
| APR | 69 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 33% |
| Speed | 1.0000000000001 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 31% |
| Speed | 1.0000000000001 |
Offense: Damage Bonus
| Light | +27% |
| Mind | +23% |
| Nature | +23% |
| Physical | +44% |
| Cold | +52% |
| All | +17% |
Offense: Damage Penetration
| Blight | +46% |
| Physical | +85% |
| Cold | +41% |
| All | +36% |
Defense: Base
| Armour (hardiness) | 28 (49.007671158813%) |
| Defense | 89 |
| Ranged Defense | 89 |
| Fatigue | 1.6899726700218 |
| Physical Save | 54 |
| Spell Save | 57 |
| Mental Save | 54 |
Defense: Resistances
| Acid | + 55%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 57%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 67%( 70%) |
| Physical | + 23%( 70%) |
| Mind | + 39%( 70%) |
| Fire | + 57%( 70%) |
| Darkness | + 20%( 70%) |
Defense: Immunities
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 98% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 762% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 48 up to 6 times. Its effects scale with your Magic stat. |
Class Talents
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Temporal Hounds |
| talent | Premonition |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is moving is 37% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by fire drake. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed ice wyrm tooth. * You've found the needed sandworm tooth. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Quiver | Eilinanor the Heatvice (20/20, 184% power, 18 apr)3.0 Encumbrance T5 arrow ammo [Random Unique] Nature/Master Weapon Damage 185% Range: 1.0x-1.4x Uses 100% Mag, 70% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +18 Ignore Armor +18 Critical Rate +14.0% Capacity 20 On-ranged-hit +16 fire +12 temporal On-Hit, radius 1 +12 temporal On-crit, radius 2 +16 fire On Hit: * 20% chance to create vines that bind the target to the ground dealing 170 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Poleth the dwarven lantern0.0 Encumbrance T5 lite [Random Unique] Arcane/Master While equipped: Stats +6 Mag offense ------ Spellpower +13 (+4 eff.) Damage +6% mind Ignore resists +11% all Ignore Armor +11 On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +6% mind Blind Resist +38% Confus Resist +25% other ------- Max hate +2.00 Max psi +10.00 Light +12 See Stealth +25 See Invis +19 Track: Puts all charms on 40 cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| Tool | dragonbone totem of healing [power 470] (15 cooldown)2.0 Encumbrance T5 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 470 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +21% acid +26% fire +20% lightning +24% cold Stun Resist +60% Rings make your fingers look great! |
| On fingers | voratun fire opal ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Resistance +29% acid +26% fire +28% lightning +28% cold Rings make your fingers look great! |
| Around waist | ravager's hardened leather belt of valiance1.0 Encumbrance T3 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +7% physical Ignore resists +10% physical defense ------ Mind save +9 (+3 eff.) Life +70.00 A belt that goes around your waist. |
| In main hand | Wildbrace the dragonbone longbow4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +12 nature +15 cold On Hit: 10% Shoot 1 While equipped: Stats +8 Dex offense ------ Damage +6% nature +35% cold Ignore resists +14% physical +5% cold When Hit 4 nature Longbows are used to shoot arrows at your foes. |
| On hands | Maludolen the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +4 Con offense ------ Spell Crit +5% Mindpower +5 (+2 eff.) On-Hit 19 mind 19 darkness Damage +15% physical Ignore resists +10% blight +25% physical Accuracy +15 (+3 eff.) On-Hit (Melee): * 16% chance to reduce all saves and defense by 27 defense ------ Armor +2 Mind save -9 (-3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Salubrewyn the drakeskin leather armour (35 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Wil +5 Con offense ------ Physical Crit +9.0% Ignore Armor +18 defense ------ Armor +8 Defense +35 (+7 eff.) Fatigue +8% Resistance +8% physical Crit Resistance 10.00% Physical save +20 (+7 eff.) Life Regen +6.40 other ------- Stamina/turn +3.60 Infravision +3 See Invis +3 Second Wind: (Instant) Puts all charms on 35 cooldown Effective talent level: 4.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 103 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
| Cloak | Wrap of Stone (0 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.2 Power cost 60 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 153.49 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | Falugund0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +5 Mag offense ------ Mind Crit +3% Critical power +15.00% Spellpower/crit +5 defense ------ Resistance +15% lightning +26% mind +5% arcane Confus Resist +41% Stun Resist +37% other ------- Mana/turn +0.53 Hate-on-crit +1.00 Max mana +48.00 Max psi +30.00 Amulets make your neck look great! |
Inventory
movement infusion (speed 812%; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, fire, mind, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 3 fire, 5 mind, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 300; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 299.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 232; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 232.26 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 541; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 541 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 27; blocks 6; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Chamerin the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Mag offense ------ Physical Power +7 (+1 eff.) Combat Speed +10% Damage +12% acid +6% physical defense ------ Crit Resistance 15.00% Mind save +9 (+3 eff.) Poison Resist +20% Amulets make your neck look great! |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
grounding steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +16% lightning Stun Resist +22% Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+3 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+10 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
grounding gold amulet of strength (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +15% lightning Stun Resist +29% Amulets make your neck look great! |
Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
stralite amulet 'Blizzardmarrow'0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +9 (+1 eff.) Combat Speed +10% Damage +6% acid +9% physical +18% mind Ignore resists +10% acid When Hit 8 cold defense ------ Resistance +6% mind +30% cold Amulets make your neck look great! |
stralite amulet 'Toxinwasp' =stun=0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +13 Lck +5 Wil offense ------ Ignore resists +15% nature Accuracy +16 (+4 eff.) When Hit 8 nature defense ------ Defense +13 (+3 eff.) Resistance +26% lightning Physical save +19 (+6 eff.) Spell save +20 (+6 eff.) Mind save +18 (+6 eff.) Resist unseen 14% Stun Resist +35% other ------- Infravision +1 Amulets make your neck look great! |
Garkul's Teeth0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+6 eff.) Mind save +18 (+6 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 4.0 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 439.75 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
archmage's voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +5 Mag offense ------ Spell Crit +4% Spellpower +6 (+2 eff.) Damage +8% acid +7% fire +7% cold +7% lightning defense ------ Blind Resist +24% other ------- Infravision +9 Sight +2 See Invis +14 Amulets make your neck look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Mind save +5 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
mule's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 Stun Resist +20% other ------- Encumbrance +22 Rings make your fingers look great! |
rogue's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% darkness defense ------ Defense +6 (+1 eff.) Resistance +22% darkness Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
warrior's copper ring =str=0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
Belyrin the Stormtrail0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Spellpower +9 (+3 eff.) Mindpower +8 (+3 eff.) Damage +5% all When Hit 10 lightning On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +15% lightning +6% cold +6% temporal Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.06 cold and 20.90 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Mind save +6 (+2 eff.) Confus Resist +23% Rings make your fingers look great! |
titan's steel ring of corrosion (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +12% acid defense ------ Resistance +24% acid Physical save +4 (+2 eff.) Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Ivygatira0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Spell Crit +8% Damage +6% physical +12% nature +9% arcane defense ------ Resistance +24% nature Unlife -60.00 life other ------- Vim-on-crit +2.00 Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +1 Dex +6 Wil +8 Cun offense ------ Mindpower +10 (+4 eff.) Accuracy +9 (+2 eff.) Ignore Armor +12 On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +11 (+2 eff.) Resistance +7% blight +9% nature +5% arcane Poison Resist +17% Disease Resist +19% Stun Resist +30% Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag +5 Wil offense ------ Spellpower +10 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
Umbrastone0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: defense ------ Resistance +9% temporal +12% darkness +9% blight +12% fire +18% cold Unlife -60.00 life Life +116.00 Disarm Resist +44% Pinning Resist +44% Knockbk Resist +43% Rings make your fingers look great! |
Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+13 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Runyyasta the voratun ring0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +20 (+4 eff.) Spellpower +20 (+5 eff.) Mindpower +14 (+5 eff.) Damage +6% acid +18% cold +8% all When Hit 4 acid On-Hit (Melee): * 10% chance to reduce armor by 38% defense ------ Resistance +9% acid +9% temporal +36% cold +3% nature +12% fire Physical save +16 (+6 eff.) Spell save +18 (+5 eff.) Mind save +15 (+5 eff.) Rings make your fingers look great! |
Void Orb0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+3 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Effective talent level: 4.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 195.21 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
solipsist's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +7 Cun +6 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Life +62.00 Life Regen +19.00 Healmod +16% Rings make your fingers look great! |
voratun Petrified Wood ring0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +29 Con defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Spell save +15 (+5 eff.) other ------- Max stamina +25.00 Rings make your fingers look great! |
voratun Telos's Staff Crystal ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Str +5 Dex +11 Mag +12 Wil +5 Cun +5 Con offense ------ Spellpower +14 (+4 eff.) defense ------ Resistance +30% mind Confus Resist +30% Fear Resist +30% other ------- Light +2 Rings make your fingers look great! |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +8 (+2 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
voratun bloodstone ring0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +100.00 Life Regen +11.00 Healmod +17% Stun Resist +60% Rings make your fingers look great! |
voratun ring of misery0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun offense ------ On-Hit 33 physical On-Ranged-Hit 32 physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +3.00 Max hate +14.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Awakened Staff of Absorption (172% power, 60 apr, arcane element)7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
cruel dragonbone magestaff of protection (136% power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Critical power +16.00% Spellpower +15 (+4 eff.) Damage +30% arcane defense ------ Resistance +15% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of might (136% power, 6 apr, darkness element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Critical power +40.00% Spellpower +25 (+7 eff.) On-Hit 35 fire Damage +30% darkness other ------- See Invis +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of the prodigy (136% power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +17 Mag +20 Wil +17 Cun offense ------ Spell Crit +5% Critical power +36.00% Spellpower +23 (+6 eff.) Spellpower/crit +10 On-Hit 34 fire Damage +30% light other ------- See Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone vilestaff (136% power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% blight other ------- Mana/turn +0.40 Max mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun greatmaul of daylight (183% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Ego] Arcane Weapon Damage 183% Range: 1.0x-1.5x Uses 170% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +24 light Damage Against +42% Undead Massive two-handed mauls. |
Glorumiwyn (177% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 178% Range: 1.0x-1.6x Uses 170% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +25 mind On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +37 (+13 eff.) Damage +21% temporal defense ------ Mind save +15 (+5 eff.) other ------- Psi when Hit +0.20 Max psi +62.35 Massive two-handed swords. |
arcing voratun greatsword of evisceration (176% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 176% Range: 1.0x-1.6x Uses 170% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +19.0% Physical Power +21 (+4 eff.) Massive two-handed swords. |
Flashimmortal (170% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Rare] Master Weapon Damage 170% Range: 1.0x-1.4x Uses 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +12 mind On-crit, radius 2 +8 fire While equipped: offense ------ Ignore resists +31% nature When Hit 6 fire On-Hit (Melee): * 25% chance to reduce armor by 38% * 25% chance to slow global speed by 54% * 25% chance to reduce all saves and defense by 27 defense ------ Resistance +19% mind +9% fire Sharp, long, and deadly. |
voratun longsword of evisceration (151% power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 151% Range: 1.0x-1.4x Uses 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +15 (+3 eff.) Sharp, long, and deadly. |
quick voratun mace (153% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego+] Master Weapon Damage 154% Range: 1.0x-1.4x Uses 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +18 (+4 eff.) Blunt and deadly. |
acidic voratun waraxe of evisceration (150% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 150% Range: 1.0x-1.4x Uses 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 While equipped: offense ------ Physical Crit +13.0% Physical Power +15 (+3 eff.) One-handed war axes. |
hateful voratun waraxe of rage (151% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master/Psionic Weapon Damage 152% Range: 1.0x-1.4x Uses 150% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +18 darkness Damage Against +16% Living While equipped: Stats +9 Str offense ------ Damage +13% physical Accuracy +13 (+3 eff.) One-handed war axes. |
nature's living mindstar of balance (116% power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 116% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +10% nature defense ------ Resistance +8% blight Physical save +8 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Disease Resist +25% other ------- Equi when Hit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dragonbone longbow of recursion4.0 Encumbrance T5 longbow 2H weapon [Ego+] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot 1 Longbows are used to shoot arrows at your foes. |
plaguebringer's quiver of dragonbone arrows of annihilation (23/23, 184% power, 32 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Arcane/Master Weapon Damage 184% Range: 1.0x-1.4x Uses 70% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +32 Critical Rate +14.0% Capacity 23 Projectile Speed +200% On-ranged-hit +18 blight On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 28 Arrows are used with bows to pierce your foes to death. |
Unsetting Sun (16 def, 20 armour, 280 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 40 [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +20 Defense +16 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+6 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
impervious voratun shield of the stars (0 def, 18 armour, 281 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Mag +11 Cun +5 Con offense ------ Damage +18% light +19% darkness defense ------ Armor +18 Fatigue +8% Resistance +18% light +18% darkness Physical save +14 (+5 eff.) other ------- Talents +1 Block Handheld deflection devices. |
Worm Nest (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Black Robe (6 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+2 eff.) Spellpower +30 (+8 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+7 eff.) Blind Resist +50% other ------- See Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 A silk robe, darker than the darkest night sky, it radiates power. |
fearwoven elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) Damage +5% darkness +20% physical Ignore resists +5% darkness +13% physical defense ------ Resistance +14% blight +15% all Life +73.00 Life Regen +5.30 Healmod +16% other ------- Max hate +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of power (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +7 Mag +8 Wil offense ------ Spellpower +20 (+5 eff.) Damage +17% all defense ------ Resistance +15% all other ------- Mana/turn +0.40 Psi/turn +0.37 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour (20 def, 8 armour)9.0 Encumbrance T5 light armor [Normal] While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
Pitch's kiss the voratun mail armour (5 def, 10 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Rare] Master While equipped: offense ------ Damage +21% darkness Ignore resists +20% darkness +31% mind When Hit 12 mind defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% lightning +9% blight +30% acid other ------- Max hate +8.00 A suit of armour made of mail. |
enlightening voratun plate armour of acid resistance (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Master/Psionic While equipped: Stats +8 Cun +8 Wil defense ------ Armor +16 Fatigue +22% Resistance +26% acid Mind save +24 (+8 eff.) A suit of armour made of metal plates. |
fearforged voratun plate armour (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Arcane While equipped: Stats +9 Con defense ------ Armor +16 Fatigue +35% Resistance +14% fire -19% light +13% darkness Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +9 (+3 eff.) A suit of armour made of metal plates. |
radiant voratun plate armour (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Nature While equipped: Stats +5 Wil defense ------ Armor +16 Fatigue +22% Resistance +24% blight +27% darkness other ------- Light +2 A suit of armour made of metal plates. |
Satyrlash the hardened leather belt1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +5 (+1 eff.) Ignore resists +10% nature When Hit 6 nature defense ------ Armor +7 Defense +10 (+2 eff.) Physical save +16 (+6 eff.) Life +39.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
balancing drakeskin leather belt of life1.0 Encumbrance T5 belt armor [Ego+] Nature/Master While equipped: Stats +5 Cun +6 Dex offense ------ Physical Crit +15.0% Mind Crit +14% defense ------ Life Regen +3.20 Healmod +28% A belt that goes around your waist. |
wyrmwaxed elven-silk cloak (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Nature While equipped: defense ------ Defense +3 (+1 eff.) Resistance +10% acid +10% fire +9% lightning +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
miner's pair of drakeskin leather boots (0 def, 13 armour)2.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +13 other ------- Infravision +3 A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of tirelessness (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego] Master While equipped: Stats +15 Lck +8 Dex defense ------ Armor +5 Stealth +12 other ------- Stamina/turn +1.20 Max stamina +23.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Ravencutter' (0 def, 4 armour) =pen=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Con offense ------ Critical power +15.00% Physical Power +25 (+5 eff.) Ignore resists +10% darkness +10% physical defense ------ Armor +4 Fatigue +3% Resistance +4% physical Unlife -60.00 life other ------- Stamina/turn +0.80 Max stamina +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
reinforced pair of voratun boots of void walking (0 def, 12 armour)3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: offense ------ Ignore resists +18% darkness +15% temporal defense ------ Armor +12 Fatigue +4% Resistance +15% acid +30% temporal +28% darkness +15% fire +14% lightning +13% cold Out-of-Phase Defense +25 Out-of-Phase Resistance +20% Out-of-Phase Resilience +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +3 Cun +6 Con defense ------ Armor +5 Fatigue +4% Physical save +25 (+8 eff.) Mind save +16 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Carrionfurnace the elven-silk wizard hat (13 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +6 Mag +10 Con offense ------ Damage +11% temporal +32% light +15% darkness +18% arcane +12% physical Ignore Armor +1 When Hit 2 nature 8 physical defense ------ Defense +13 (+3 eff.) Resistance +30% light Unlife -40.00 life other ------- Max stamina +30.00 Arcane Eye: (Instant) Puts all charms on 10 cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of madness (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +9 Cun +9 Wil offense ------ Mind Crit +7% defense ------ Defense +3 (+1 eff.) Shield Power +14% Mind save +30 (+9 eff.) Life Regen +6.00 Hateful Whisper: Puts all charms on 15 cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 149 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
insulating elven-silk wizard hat of the mind (+13%) (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego] Nature/Psionic While equipped: offense ------ Damage +19% mind defense ------ Defense +3 (+1 eff.) Resistance +13% fire +19% mind +14% cold A pointy cloth hat, very wizardly... |
insulating drakeskin leather cap of dexterity (+6) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +6 Dex defense ------ Armor +5 Fatigue +5% Resistance +15% fire +15% cold A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
miner's voratun helm of trickery (0 def, 9 armour)3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Ignore Armor +8 defense ------ Armor +9 Fatigue +5% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Isselathandur' (30 def, 5 armour)3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Physical Crit +3.0% Ignore resists +25% physical defense ------ Armor +5 Defense +30 (+6 eff.) Fatigue +5% Resistance +15% fire +15% cold Unlife -80.00 life other ------- Max stamina +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1268 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
survivor's dwarven lantern of health1.0 Encumbrance T5 lite [Ego] Nature While equipped: defense ------ Physical save +14 (+5 eff.) Life +53.00 Healmod +30% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 142.66 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 142.66 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Dragon Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Alilach [power 139] (25 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore Armor +2 defense ------ Armor +4 Resistance +6% darkness Physical save +12 (+4 eff.) Unlife -60.00 life other ------- Stamina/turn +3.00 Setup a psionic shield, reducing all damage taken by 139 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to increase all damage by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Oozeoblivion the voratun torque of psionic shield [power 161] (25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +31% lightning When Hit 10 nature defense ------ Resistance +24% nature Spell save +15 (+5 eff.) Life +120.00 Disarm Resist +25% Pinning Resist +25% Teleport Resist +25% Setup a psionic shield, reducing all damage taken by 161 for 5 turns Puts all charms on 25 cooldown 100% to heal for 103. Torques are made by powerful psionics to store psionic powers. |
powerful dragonbone wand of shielding [power 482] (20 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 482 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Narawarden the Dwarf Temporal Warden level 33
13rd Dearth 122nd year of Ascendancy at 19:23 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Narawarden the Dwarf Temporal Warden level 33
11st Dearth 122nd year of Ascendancy at 10:09 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Narawarden the Dwarf Temporal Warden level 36
20th Dearth 122nd year of Ascendancy at 05:53 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Narawarden the Dwarf Temporal Warden level 35
20th Dearth 122nd year of Ascendancy at 01:06 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Narawarden the Dwarf Temporal Warden level 31
6th Dearth 122nd year of Ascendancy at 03:08 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Narawarden the Dwarf Temporal Warden level 28
26th Wealth 122nd year of Ascendancy at 06:59 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Narawarden the Dwarf Temporal Warden level 50
1st Iron 123rd year of Ascendancy at 21:31 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Narawarden the Dwarf Temporal Warden level 21
40th Profit 122nd year of Ascendancy at 01:41 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Narawarden the Dwarf Temporal Warden level 42
30th Loss 122nd year of Ascendancy at 23:02 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Narawarden the Dwarf Temporal Warden level 31
4th Dearth 122nd year of Ascendancy at 18:00 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Narawarden the Dwarf Temporal Warden level 50
23rd Shortage 122nd year of Ascendancy at 15:27 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By Narawarden the Dwarf Temporal Warden level 28
24th Wealth 122nd year of Ascendancy at 18:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Narawarden the Dwarf Temporal Warden level 10
1st Acquisition 122nd year of Ascendancy at 18:40 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Narawarden the Dwarf Temporal Warden level 20
18th Profit 122nd year of Ascendancy at 12:31 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Narawarden the Dwarf Temporal Warden level 30
30th Wealth 122nd year of Ascendancy at 06:55 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Narawarden the Dwarf Temporal Warden level 40
42nd Dearth 122nd year of Ascendancy at 02:17 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Narawarden the Dwarf Temporal Warden level 50
18th Shortage 122nd year of Ascendancy at 15:52 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Narawarden the Dwarf Temporal Warden level 49
17th Shortage 122nd year of Ascendancy at 22:32 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Narawarden the Dwarf Temporal Warden level 28
24th Wealth 122nd year of Ascendancy at 18:38 see stats
Paradoxology (Nightmare (Adventure) difficulty)
Both killed your future self and got killed by your future self.By Narawarden the Dwarf Temporal Warden level 28
24th Wealth 122nd year of Ascendancy at 18:38 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Narawarden the Dwarf Temporal Warden level 42
19th Loss 122nd year of Ascendancy at 13:48 see stats
Portal ender (Nightmare (Adventure) difficulty)
Fought the two Sorcerers and closed three invocation portals.By Narawarden the Dwarf Temporal Warden level 50
1st Iron 123rd year of Ascendancy at 21:30 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Narawarden the Dwarf Temporal Warden level 50
19th Shortage 122nd year of Ascendancy at 02:15 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Narawarden the Dwarf Temporal Warden level 28
24th Wealth 122nd year of Ascendancy at 18:38 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Narawarden the Dwarf Temporal Warden level 28
24th Wealth 122nd year of Ascendancy at 18:38 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Narawarden the Dwarf Temporal Warden level 35
20th Dearth 122nd year of Ascendancy at 03:39 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Narawarden the Dwarf Temporal Warden level 6
19th Voratun 122nd year of Ascendancy at 05:42 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Narawarden the Dwarf Temporal Warden level 6
29th Voratun 122nd year of Ascendancy at 08:51 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Narawarden the Dwarf Temporal Warden level 44
4th Shortage 122nd year of Ascendancy at 13:19 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Narawarden the Dwarf Temporal Warden level 28
24th Wealth 122nd year of Ascendancy at 18:38 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Narawarden the Dwarf Temporal Warden level 20
33rd Profit 122nd year of Ascendancy at 12:28 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Narawarden the Dwarf Temporal Warden level 38
26th Dearth 122nd year of Ascendancy at 08:40 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Narawarden the Dwarf Temporal Warden level 21
40th Profit 122nd year of Ascendancy at 18:19 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Narawarden the Dwarf Temporal Warden level 16
9th Profit 122nd year of Ascendancy at 03:53 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Narawarden the Dwarf Temporal Warden level 32
9th Dearth 122nd year of Ascendancy at 07:58 see stats
Log
Ran for 2 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Narawarden picks up (W.): infernal dragonbone starstaff of the prodigy (136% power, 6 apr, light element).
Lore found: Argoniel's blood-runed athame
Narawarden picks up ( .): Pearl of Life and Death.
Narawarden picks up (T.): voratun ring of misery.
Narawarden picks up ( .): powerful dragonbone wand of shielding [power 482] (20 cooldown).
Narawarden picks up ( .): enlightening voratun plate armour of acid resistance (0 def, 16 armour).
Narawarden picks up (6.): dragonbone longbow of recursion.
Narawarden picks up ( .): miner's voratun helm of trickery (0 def, 9 armour).
Narawarden picks up ( .): reinforced pair of voratun boots of void walking (0 def, 12 armour).
Narawarden picks up ( .): aegis elven-silk wizard hat of madness (3 def, 0 armour).
Narawarden picks up ( .): fearforged voratun plate armour (0 def, 16 armour).
Narawarden picks up (4.): acidic voratun waraxe of evisceration (150% power, 6 apr).
Narawarden picks up (3.): voratun longsword of evisceration (151% power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 10 turns (stop reason: dialog is displayed).
--------------------------------
Resting starts...
Rested for 22 turns (stop reason: all resources and life at maximum).
--------------------------------
Narawarden picks up (u.): archmage's voratun amulet of vision.
Ran for 16 turns (stop reason: interesting terrain).







































































































































































